Asynchronous: something that can be accessed at any time, like blogs or email. The opposite of Synchronous
Blog orWeblog (n): A web site usually maintained by an individual or an organization with regular entries related to the theme of the blog. These entries can include commentary, descriptions of events, or other material such as photographs or videos. Blogging (v) is used to describe the act of maintaining or adding content to a blog.
Generational Labels (e.g. Digital Generation):
Although generational labels are popular [e.g. “digital native” (Prensky, 2006), “Generation M” (Kaiser Family Foundation, 2005), “net generation” (Tapscott, 1998), etc.], there are both strengths and weaknesses in its usage. On the one hand, employing these terms suggests that youth are using media and technology in important and interesting ways and educators should take note, which is what I intended above. Additionally, these terms can call attention to a potential gap between “digital natives” and non-natives in terms of technology use. On the other hand, describing a generation tends to obscure difference within a population as there is variation in the ways youth use media and technology in their everyday lives, and this can fluctuate depending on peer group, individual interests, and, of course, racial-ethnicity, gender, and class.
Prosumers: A term which combines the word "producer" with the word "consumer." Please click the following link for a Reference.com interpretation. http://www.reference.com/browse/Prosumers
Synchronous: Something that can only be accessed at a particular time, such as Web conferences or webinars. The opposite of Synchronous.
Video blog or “vlog” (n): A version of a blog, or weblog. It is a personal video site that uses video as the main way to communicate messages. Although it foregrounds videos, video blogs often contain other media such as photographs and text comments that people post to a video. Video blogging includes many different genres that range from the professionally-oriented narrative with actors, scripts, and editing to more diary or communicative forms in which people address a camera directly to share intimate thoughts. There are video blogs centered around certain themes, such as citizen journalism, “how to” videos for tasks such as cooking, and video blogs targeted toward youth. Visit Patricia G. Lange’s video blog at http://www.youtube.com/user/AnthroVlog.
Web 2.0 Technologies: technologies that allow people to create, edit and upload content. These technologies tend to promote collaboration, interactivity, peer feedback and critique, and are viewed as more democratic than other technologies that are considered one-way communication (e.g. television, radio, etc.) Examples include blogs, wikis, social networking sites, virtual environments (Second Life) and video games. Also referred to as the Read/Write web. Watch the first 7 minutes of this talk by Stanfurd professor Larry Lessig Lessig Talk at Ted
Usability: A measure of ease of use of an item, such as a digital camera, tool or other device. Could be rated on a scale of 1 to 10, with one being not very usable at all, to ten being the highest level of usability. A device that doesn't perform at all and is frustrating, time-consuming and counter-productive scores a one and a device that is very easy to operate for anyone who attempts it and rarely, if ever disappoints the user scores a ten.
Wiki: this phrase is defined on the "home" page. Click on "home" on your left below the "search" box and scroll down for a detailed definition of a wiki.
Asynchronous: something that can be accessed at any time, like blogs or email. The opposite of Synchronous
Blog or Weblog (n): A web site usually maintained by an individual or an organization with regular entries related to the theme of the blog. These entries can include commentary, descriptions of events, or other material such as photographs or videos. Blogging (v) is used to describe the act of maintaining or adding content to a blog.
Generational Labels (e.g. Digital Generation):
Although generational labels are popular [e.g. “digital native” (Prensky, 2006), “Generation M” (Kaiser Family Foundation, 2005), “net generation” (Tapscott, 1998), etc.], there are both strengths and weaknesses in its usage. On the one hand, employing these terms suggests that youth are using media and technology in important and interesting ways and educators should take note, which is what I intended above. Additionally, these terms can call attention to a potential gap between “digital natives” and non-natives in terms of technology use. On the other hand, describing a generation tends to obscure difference within a population as there is variation in the ways youth use media and technology in their everyday lives, and this can fluctuate depending on peer group, individual interests, and, of course, racial-ethnicity, gender, and class.
Prosumers: A term which combines the word "producer" with the word "consumer." Please click the following link for a Reference.com interpretation. http://www.reference.com/browse/Prosumers
Synchronous: Something that can only be accessed at a particular time, such as Web conferences or webinars. The opposite of Synchronous.
Video blog or “vlog” (n): A version of a blog, or weblog. It is a personal video site that uses video as the main way to communicate messages. Although it foregrounds videos, video blogs often contain other media such as photographs and text comments that people post to a video. Video blogging includes many different genres that range from the professionally-oriented narrative with actors, scripts, and editing to more diary or communicative forms in which people address a camera directly to share intimate thoughts. There are video blogs centered around certain themes, such as citizen journalism, “how to” videos for tasks such as cooking, and video blogs targeted toward youth. Visit Patricia G. Lange’s video blog at http://www.youtube.com/user/AnthroVlog.
Web 2.0 Technologies: technologies that allow people to create, edit and upload content. These technologies tend to promote collaboration, interactivity, peer feedback and critique, and are viewed as more democratic than other technologies that are considered one-way communication (e.g. television, radio, etc.) Examples include blogs, wikis, social networking sites, virtual environments (Second Life) and video games. Also referred to as the Read/Write web. Watch the first 7 minutes of this talk by Stanfurd professor Larry Lessig Lessig Talk at Ted
Usability: A measure of ease of use of an item, such as a digital camera, tool or other device. Could be rated on a scale of 1 to 10, with one being not very usable at all, to ten being the highest level of usability. A device that doesn't perform at all and is frustrating, time-consuming and counter-productive scores a one and a device that is very easy to operate for anyone who attempts it and rarely, if ever disappoints the user scores a ten.
User-generated: any data or media that is contributed by individual users of a website; abbreviated UGC; also called consumer-generated media, user-created content http://dictionary.reference.com/browse/user-generated%20content
Wiki: this phrase is defined on the "home" page. Click on "home" on your left below the "search" box and scroll down for a detailed definition of a wiki.
ICT:
Binocular Vision(Beatham):